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Consolidated Weapons/Equipment suggestions

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various hunting shotguns, bolt action rifles (.308 , .243, etc ) and .22 semiautomatic rifles are a must !

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- Just like some say, guns and vehicles what you would expect to see in Russia and not that Yankee stuff (Mosin Nagant, PPS/h, Saiga, Mi-8 etc.)

- Batteries

- Flare gun

- Headlamp

- Lighter

- Radio

Maybe less room in inventory/backpacks/tents so you can't have all the fancy stuff. And add stamina like in ACE mod so you can't run 10km fully geared.

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Anythnig I have to say abotu guns ahs been said, in short, less milatry, more .22

I would liek to see soem variety beign added in clothing, and not jsut the big stuff(coats, thermals, etc) but the smaller stuff. I want to be able to find a plasticy sheriffs star in a kids bedroom and become the sheriff of elctro, complete with single action revolver and stetson!

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To add to the Crowd, Less US weapons, more Russian weapons. More clothing options. More backpack options. More than one backpack? No Longguns in backpacks but a separate slot for a shoulderslung weapon.

Keep ammo and magasines\clips separate.

Different vests that you can equip other ammo gear configuration. Look at Jagged alliance 2 1.13 mod. 40mm grenades and glock mags doesnt fit in the same pockets.

Pistols in holsters should show in your holsters.

Have an alternative version of all the tools that takes longer to as an example make a fire or take down a wirefence. Add a wirecutter to cut holes in the fences.

Add working ligth/laserpointers to the weapons that shows them on the model.

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I was thinking about a vehicle throw over. It could be a camouflage mesh like material that helps conceal your vehicles. It could be only in one size so say it takes 1 to cover a motorbike/ATV, 2 for UAZ, Offroad, Tractor, etc, and 3 or 4 for Ural, V3S, and the Bus.

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Make it possible to have no weapon drawn. (Necessary for climbing, less aggressive for player interaction)

Make all ammo and firearms rarer, with more realistic magazine reloading (find boxes of bullets to refill mags instead of discarding empty ones and finding new ones already loaded)

Fire propagation + more harnessing of fire as a light source (torches, trails of petrol etc.)

Drinking + Eating from cans should give you an empty can (to be optionally discarded or used as a distraction/crafting item)

Remove GPS (or make it only show your coordinates, it's way too easy to navigate)

Include different quality maps (basic quality tourist map , uncommon / good quality ordinance survey map , rare / terrible quality picture from a postcard , common)

EDIT: [snip]

Edited by Chabowski
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Heres my suggestions:

- Mortars, you could find one from a military base or make one yourself. It would have high explosive shells (extremely rare) and smoke shells. Smoke shells could be used to attract/distract zombies.

- Home-made rockets. Rocket fuel could be produced with sugar and fertilizer and the warhead could be filled with TNT or some other explosive.

- Self made thermite.

- Home-made explosives/bombs, like fertilizer bombs for example.

- IEDs.

- Heavy machine guns suchs as DShK which you could disassemble and move around.

- RPG-7 (extremely rare).

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Remove long range weaponry. The real stories in DayZ occur when two or more players interact at close range.

The tension and adrenaline runs both ways when that happens. This is a zombie apocalypse, and no longer ARMA2.

As for weapon suggestions: How about a scythe? An old fashioned farming tool found in barns and sheds. Seems to fit an end-of-the-world Russian zombie setting.

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Edited by Hatchet_Man
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I would like to see old newspaper articles and stuff about the infection(kind of story) that you could find randomly.

Q to Rocket:

How is the development of the virus going with your brother, can we see this in standalone. Like form of "linked" infected behaviour and exsample those articles that could be found (news, how to identify states of infection etc etc)

ps. Long range weapons shoudnt be removed, tweaked and harder to use.

ps2. Variety of differend bows (recurve bow, compound bow...) with different types of arrows(changeable heads) for differend purposes. I would love bows to come usefull at pvp and such, atm the bow is bad.

Edited by Zeppa
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Just kill the zombies in the head. If you shoot at his feet, he just falls down and will crawl on you.

can add to the game: broken arms, a Molotov cocktail, tracer bullets

grenades with poison gas, and add food poisoning, mines, banners, armor, better for the guns

Edited by Provokator

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I would like to see locks and lockpicks for vehicles, as well as can openers, more household weapons out of ArmA II's weapon pool, and CQB weapons like garrots, switchblades, melee weapons, or something along those lines.

Edited by omgwtfbbq

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Bird caller, WWII style 'clicker' etc.

I think some subtle ingame noise makers would/could make initial contact with strangers interesting, it could also potentially help you tell friend from foe (also I think it would be fun!).

Edited by Hoik
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Is it possible to make so that you can not fully use the food, antibiotics, etc.? For example, in a pack of antibiotics has 10 antibiotics. The player chooses how much to eat. Pot of beans. The pot of beans "n" beans, a player can eat as much as he wants. Naturally, the smaller it will eat beans, the less satisfy hunger.

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hi all)) I'd like to offer the ability to create homemade explosives. Such as acetone peroxide. In pharmacies or hospitals find peroxide, and in the factories or in the homes to find acetone. And then from this material craft acetone peroxide. When you are done, from a short tube and from the finished explosives crafted something like a grenade.

It turns out we need to have 4 new items:

1. Peroxide.

2. Acetone.

3. Acetone peroxide.

4. Short pipe.

P.S. The composition of acetone peroxide is HCl. Acid acts in the role of a catalyst. But I think it is not necessary to describe in detail its production, to avoid accidents in real life.)))

I hope my suggestion will interest you)))

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Tushonka (canned stewed meat)

Sgushonka (canned sweetened condensed milk)

Chocolate bar

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Just throwing some things out there off the top of my head:

1. Weapons plentiful - Lots of standard M16s around (government came in, military personel everywhere). Ammo RARE (they killed as many zombies as they could but still died)... Make the ammo spawn as 0.01% instead. End result? Tons of people using melee weapons, and pulling out the guns only for PvP. Makes zombies more dangerous... Plus - everyone walking around with a weapon but do you shoot them or not? Maybe they don't even have ammo...

2. FM Radios and also - FM TRANSMITTERS. Would be awesome if there were radio towers around that you could hook into and broadcast radio signals from - community radio stations? Or misleading traps being broadcast over the radio... Safe zones broadcasting warnings or such things. Also - radio relays which work for everyone, but you can blow them up or take away their power source/etc to deny communications to an enemy/anybody in the area.

EDIT: How cool would a community radio station be where you could record say a maximum 1 hours loop that you can transmit (so you can upload a message/news feed/music)...

3. ARMA2 ACRE style communications using mostly unencrypted chatter over finite distances (think UHF 40ch radios, some radios with 500mW energy, rarer ones with 5mW, etc. Encrypted radios extremely extremely rare (0.001% ish). Means squads far away from each other can't communicate unless they have a command type radio or a vehicle radio, close together they can communicate unless they're in a valley or behind a hill or something. Check out the ShackTac whisper/yell mod they use with this too. A player nearby you can hear you talking (like direct chat) but if you yell, they can hear you further away - or if you whisper they can only hear you very close up...

4. Strongholds. So for example - if you secure a selected area or clear zombies out of a certain building and you have the items to fortify it - you can choose to spawn in an NPC when you logout to protect it. NPCs only RETURN fire at normal players or heroes, but auto-fire at bandits within range. So you can have a building that you logout of with four friends, and the NPCs will attempt to defend it. When you log in, you replace the NPC, or if the NPC died, you log back in the same place but don't get a new NPC spawn ability for 24 hours... Makes for ad-hoc bases and means no city will be completely safe ever, even if you're the only one on the server. Needs to be tested - maybe you can create a group of people by their individual names/Hive ID so that your NPC doesn't fire on other friendlies in the area or other friendly NPCs? Conditions for spawning the NPC might be

- Your NPC hasn't died in the last 24 hours.

- You're in a 'group' (make sure you can't just log out randomly somewhere and leave your NPCs everywhere)

- You have created a 'stronghold' of sorts (some kind of barricades on special doors/windows in the building) and the NPC can ONLY spawn inside there.

- Your NPC uses the same weapons you have whether that's a pistol or a SAW.

- Ammo used by NPCs is counted against your usage so you probably want to create strongholds in less frequented areas (or maybe Ammo is NOT counted against your usage to encourage people to use their NPCs.

5. ACE2 type physics for snipers. Given accurate windage, plus very scarce ammo, people are much less likely to sit on a hill and snipe into Cherno/Elektro. Firstly, they probably won't score a kill. Secondly, given the scarcity of ammo, they might want to save their ammo on targets with more ammo or with valuable items (bandits, players with custom skins/hats that you pickup after playing a while, etc). With this, add in a wind/drop calculator like in ACE, but make it that it needs a battery. It runs out of juice (just like a car) and they'll need batteries to power it.

6. BATTERIES. NV needs batteries. Batteries are almost as rare as NV so you only use NVGs some of the time - like when scanning a field to see if it's safe to cross as night or when stalking an enemy.

7. Separate scopes from the weapons. AIM sights, holo sights, ACOG sights, NV sights - each require a backpack slot. But they work on the weapons they're designed for and any of those. If you find an M4 with a sight, take the sight, leave the M4, put the sight on your M14 instead, or your M16 instead.

8. Vehicles plentiful, gas rare.

9. Custom clothes you can pickup. If you can pickup like a bulletproof vest for example, it might give you a little more protection from 9mm bullets to the chest. But it also marks you to everyone as a player who's probably geared up and potentially a good kill for loot. So finding it is good, but wearing it might not work out so well for you. Maybe people will leave it in their pack until they start PvP-ing.

10. I44 style hand movements. Would be cool if you could signal people in a squad with just a few hand movements (3 or 4 easy to use ones with obvious meanings...)

- halt

- pointing in direction (indicate where another player or object is quite easily)

- get down!

People could use these instead of direct chat or radio chat so that enemies close can't hear them.

11. IEDs! Wouldn't it be awesome if you could slowly over time become a bomb maker? Every time you make an IED there's the chance it might injure you but eventually you get skilled at them the more kills you get. Players in vehicles need to watch out for IEDs on the roadside - max damage might be to take out the wheels of a vehicle (not destroy it completely) but its enough to stage a pretty effective ambush!

EDIT:

12. I don't necessarily agree with russian weapons - I think you can leave the weapons pretty much the same as they are. Just make it so you need batteries for NV, add in Wind and Auto-ranging (means you need a range computer for snipers), very small amounts of ammo - snipers won't engage unless it's a sure kill and they're GOOD. And they won't engage unless it's very profitable for them - no point shooting into Cherno because it's too dangerous to reach the body of the dead guy - only good for target practice but with scarce ammo, who can afford to do that?

I'll have to think of some more...

EDIT:

13. Shoot out of CARS!! Crazy inaccuracy (can't hit the broad side of a barn), but at least you can return fire out the window instead of being a sitting duck driving away. Plus the car chases would become more interesting.

EDIT:

14. Ability to mod vehicles - perhaps you can pickup a M249, plus some scrap metal and if you are someone good with your hands (you've crafted a few things in the past) you can create a in vehicle mount! M249 mounted to the passenger seat of a car - removes the windscreen (you get RAINED ON/visibility goes down in bad conditions) but you can shoot out the front. Ability to put similar mounts on the side windows/back windows so you can temporarily mount weapons for better aiming while driving.

EDIT:

15. DEPLOY against objects. So even without bipod, you can brace the weapon on a car/wall/window sill/table - and reduce recoil. Effects compound if the weapon is fitted with a bipod (but a bipod takes longer to deploy/undeploy). So now you can get out of a car under fire, and deploy against the car, reducing your visibility to the enemy while also reducing your recoil.

EDIT:

16: Specialisation. Each new life, your previous specialisation gets erased. You can level up every skill to like 4 out of 10, but to increase past that you have to choose just one specialty. You can increase your skill by reading books you find on your chosen topic or performing actions in your chosen field. Off the top of my head I'm thinking:

- Mechanic (create vehicle mounts, repair vehicles, mod vehicles, etc)

- Builder (create more elaborate bunkers, concrete fortifications as opposed to sandbag/wood fortifications)

- Medic (can heal faster/better/using less supplies and at the top levels, can revive 'dead' players up to 5 minutes after they die)

- Weapons Smith (can convert Armour Piercing to Hollow Point, can clean/fix weapons/make them more accurate/clean them/etc)

- Explosives Expert (can create IEDs, convert RPGs to Satchels, convert Satchels to blasting charges for digging out underground bases much faster)

- Survivalist (can scavenge roots for food, ground water for water, create ad-hoc camo shelters in the woods, ad-hoc bandages, booby traps [think Predator style])

- Weapons Expert (only class that knows how to operate a sniper rifle [just make it so only this class can hold breath when looking down sight, use range computer/etc])

The idea behind specialisations is that someone can theoretically setup a shop somewhere and people might need their expertise in one of these areas to help them. This would discourage them from killing these people cause if they die they can't help them in the future either cause it takes time to level up. In a squad you can have a bunch of people, each of them specialising and working together to help each other.

EDIT:

17: SEASONS. A very fast seasonal shift, perhaps every 2 to 3 days the season changes from

- Summer (liquids required more often, body armour/heavy clothing causes fatigue much faster and dehydrates much faster, hats slightly decrease liquid requirements)

- Autumn/Spring (Nothing in particular needed, can wear body armour without adverse effects, liquids go down as normal. Just don't wear winter Jackets.)

- Winter (SNOW!!! Heavy Jackets required and when you stop for an extended period of time you need heat packs [lot more than normal] or a fire nearby. Walking in snow makes that crunch-crunch sound. Heavy jackets come in a bunch of colours [bright colours] with a very rare amount being in camo or white).

EDIT:

18. LIGHTS. Would be cool if you could create a power source:

- Solar (silent power but only works at night in conjunction with large batteries and very low power output)

- Diesel Generator (loud, works anytime, more plentiful, heavy to carry, high power output, requires diesel)

Lights could be used inside bunkers to light it at all times (being underground you need lights to see properly without vent shafts). Lights could be used in 'safe zones' in conjunction with large floodlights to light up city areas at night time or 'safe areas' at night time, or electric fences at all times (try to cut through one, get knocked out)...

Edited by ZenBC
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I'm not sure "tons of people using melee weapons" would be a good thing

plus to make that work you kinda need a more complicated melee combat system

I think the game should stick to it's gun-combat roots

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I'm not sure "tons of people using melee weapons" would be a good thing

plus to make that work you kinda need a more complicated melee combat system

I think the game should stick to it's gun-combat roots

I meant people wouldn't waste ammo on zombies because there's no ammo to waste - so zombies actually become more dangerous because to kill them you either waste precious ammo or have to get up close to them...

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I meant people wouldn't waste ammo on zombies because there's no ammo to waste - so zombies actually become more dangerous because to kill them you either waste precious ammo or have to get up close to them...

but it seems inevitable those melee weapons would be used for pvp. then people are gonna want to able to stab, slash, block, etc

and if the majority of players are running around with melee weapons, it's not gonna create the same tension as having the majority of players with guns. I think this game has to be careful to not lose it's appeal

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I asked for this in past with Arma2 but was shot down.Ok,playing with no cross hair is great but you could just mark your LCD screen and never have to use iron sights.I suggest that a simple crosshair be implemented but when you shoot weapon without using the sights the dispersion stat is greatly increased.Arma2 folks said NO NO NO and that Arma2 weapons shoot where they point and adding in dispersion is just NO.But having a crosshair is just better since we do in real life have a way to judge where we are looking and to raise weapons up to shoot we need the crosshair as reference.

Should be able to find oil in all the cabins we are entering that when combined with wood and cloth scraps can make torches.

Be able to use a pistol at same time with a torch or flash light.Upgrade is the already suggested headlamps that now allow you to use rifles.

Again I posted this in Arma2 forum but was greeted with the NO response.Have weapons drop down to a ready position whenever the player moves.Not all the way down as when you raise/lower weapon but somewhere in between so you still see the weapon in 1st person but its low onscreen.to raise you press fire once.When moving and you want to keep the weapon up just press fire and it stays up.Oh and this also applies to pistols.One time I got a bug where my pistol was lowered to my side but when I fired my weapon the sound and ammo fired was from the AKM slung on my back.So this shows that the animation for lowered pistols is there in Arma2 but taken out for a reason.Maybe fix this?

Edited by wolfstriked

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I looked almost ... ALMOST page Item THEIR lotta more than one hundred and interesting way they think would be good if the Rocket in the future will make the game require players to complete)

_________________________________

Если тут русские : Я посмотрел почти ПОЧТИ страницу предложений ... ИХ ДОФИГА больше ста и они кстати интересные думаю будет хорошо если рокет в будущем сделает игру на полном требование игроков)

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